Skip to content
A duel on the frozen lake: a T-80U takes the hit

How a shell becomes damage

Penetration, angles, modules and crew, and who sees whom, charted from the game's own rules.

3 min

Penetration

A shell goes through when its penetration, rolled 75–125 %, beats the armour it meets.

2004006008001000100500100015002000Range (m)mm
  • OFL 120 F2 APFSDS
  • OECC 120 F1 HEAT
  • Penetration falls linearly from its 100 m figure to its 1,000 m figure, then on to 2,000 m where the shell has one.
  • Penetration and damage each roll 75–125 % of their figure.
  • HEAT keeps its penetration at any range.

The armour overlay

In the sight, H paints the enemy for the shell you have loaded: green goes through, amber may, red will not. It counts the angle, spaced armour, ERA and range.

The armour overlay on an enemy tank: green where the loaded shell goes through, red where it will not

Angling

Angle the plate and it gets thicker along the shell's path, until the shell bounces off.

10020030040050001530456075Impact angle (°)mm
  • AP, 75 mm bounces past 70°
  • APCR, 75 mm bounces past 70°
  • APFSDS, 120 mm bounces past 78°
  • HEAT, 120 mm
  • Effective armour is the plate divided by the cosine of the angle less the shell's normalization.
  • APFSDS turns 2° toward the plate and bounces past 78°.
  • AP turns 5° toward the plate and bounces past 70°.
  • A shell 3× wider than the plate never bounces.
  • A shell bounces at most 2 times; a HEAT jet dies on its first.
A shell bouncing off an angled plate
Leclerc XLR: armour by thickness
Leclerc XLR: armour by thickness

Spaced armour, ERA and HE

Not every plate is solid steel, and not every shell needs to go through.

  • Air gaps cost HEAT 5 % of its penetration per 10 cm.
  • ERA takes a fixed bite out of HEAT and a share of a kinetic round; a tandem warhead goes through it unless the block is built against tandems.
  • HE never bounces: it blasts what it hits, plate or not.
Explosive reactive armour blocks on a turret

Modules and crew

A hit that goes through can break what is behind the plate. Broken modules repair themselves after 10 s.

Leclerc XLR: modules and crew
Leclerc XLR: modules and crew
ModuleHit pointsChance to be hit
Gun15033 %
Turret ring12045 %
Gun mount12045 %
Autoloader12536 %
Weapon feed11038 %
Roof gun8065 %
Missile rack12030 %
Engine16045 %
Transmission14045 %
Fuel tank12045 %
Ammo rack15027 %
Radio9045 %
Optics8045 %
Track L100100 %
Track R100100 %
  • A damaged ammo rack slows the reload ×1.5; a destroyed one blows the tank up.
  • A damaged engine catches fire 15 % of the time; a fire burns 10 ticks of 0.5 % hull and may go out by itself (12 % a tick).
  • A shell that goes through hits a crew member 33 % of the time (10 % for HE splash); losing every crew member loses the tank.
  • Damaged optics cut the view range by 50 %.
  • A working radio shares what you see within 600 m; a damaged one within 300 m.

The kill cam

When you are knocked out, the kill cam replays the last shot through your tank, made see-through: the shell's path, each module and crew member it hit, the damage, and who fired.

The kill cam: the hull see-through, the shell's path and the modules it hit

Spotting

You see a tank when it is inside your view range less its camo, between 50 m and 445 m.

1002003004005000102030405060Target camo (%)m
  • 445 m view range
  • 380 m view range
  • 300 m view range
  • Inside 50 m a tank is always seen, even through cover.
  • A tank stays seen 5 s after the last sighting.
  • The sixth-sense lamp lights 3 s after you are spotted and stays 8 s.
  • Firing strips most of your camo for a moment; bushes near you turn see-through after you fire.
  • Bushes and trees add up to 50 % camo; a camo paint that matches the map adds 3.5 %.
The sixth-sense lamp lit as an enemy spots you